<?php
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$xhtml = array(
	'<{title}>' => 'I don&apos;t like bell peppers.',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2019/05/20.jpg" alt="Yellow flowers dangling from a tree" class="framed-centred-image" width="800" height="480"/>
<section id="diet">
	<h2>Dietary intake</h2>
	<p>
		For breakfast, I had 340 grams of that smoothie from last night.
		I debated back and forth between which recipe my dietician sent me I should cook for dinner.
		Do I go with the the banana French toast, which would probably taste fine, or do I go with the fajitas, which sounded terrible?
		I&apos;m going to be trying all four recipes (one recipe was more complex (as in required more ingredients, not was dificult to put together), so I put off buying the ingredients and one was the smoothie), so getting the one that has too many bell peppers to likely taste very good out of the way would be nice.
		Some part of me kept reminding me that it&apos;d be easier to take the toast to work and have the fajitas at home, but I think that was mostly just an excuse to put off eating the fajitas.
		Eventually, I decided I&apos;d better get the fajitas out of the way.
		I had a 409-gram fajita for dinner.
		The recipe makes six of these things, so I had a 335-gram one for lunch, too.
		I was right, I didn&apos;t really enjoy it.
		It was more tolerable than I thought it&apos;d be though.
		It wasn&apos;t filling, and I ended up eating a veggie dog with ketchup to supplement.
		I brought a banana to work too, figuring the fajita wouldn&apos;t be enough for dinner either; besides, I have too many bananas right now anyway.
		I only needed three for the recipes, and I bought about seven.
	</p>
	<p>
		I took another look at the recipe with the long ingredient list, and it asks for half an onion.
		I really hate leaving partial onions, or partial other vegetables and fruits, for that matter.
		I don&apos;t know what to do with them, so I&apos;ve got to find random uses for them before they go bad.
		To avoid that, I&apos;ll probably double the recipe, so I&apos;ll end up with twice as much and won&apos;t have to cook for longer.
		This recipe also calls for bell peppers though.
		I&apos;m trying not to get my hopes on it&apos;s flavour too high.
		It might turn out better though, as it also has things such as vinegar and lime juice, which might block out the pepper flavour a bit.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion posts for the day:
	</p>
	<blockquote>
		<p>
			I&apos;d be inclined to agree with you, though I&apos;ve in general found the staff to not care.
			After my last major issue with school staff, I&apos;ve quit trying to reach out.
			It&apos;s just not worth it.
			It does more harm than good, when it has any effect at all.
		</p>
		<p>
			I think my current advisor would respond.
			But then again, if I don&apos;t wait a few days, I&apos;m not giving the professor time to respond, and if I do wait a few days, I don&apos;t have time left to wait for the advisor to respond <strong>*and*</strong> get my coursework done.
			There&apos;s just no way to win.
			All I can really do is muddle through and do what I can of the work.
			Most of my courses haven&apos;t been so bad though, so I grasp the material without any direct contact with the professors.
		</p>
	</blockquote>
	<blockquote>
		<p>
			Your workflow is interesting.
			Allowing the student to get feedback from the professor, unsubmit their work, and resubmit an improved version would certainly help with the learning process.
			That said, it&apos;d also take a lot more resources.
			You&apos;ve got to figure that the professor has multiple students, and in this workflow, they&apos;re grading what is effectively the same work several times.
			It would take a lot of dedication on the professor&apos;s part, an they should probably be making a lot more money too, which of course means higher tuition rates.
			If you can afford that, you&apos;d have a better learning experience, but I certainly can&apos;t.
			I&apos;m only able to afford school thanks to tuition at this school only being \$100 $a[USD] per course.
			I&apos;m not even sure all what has had to be cut out to make such low tuition possible, but it&apos;s had to be quite a lot.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	
	<p>
		I keep going back and forth as far as what I want to build <code>minestats</code> into.
		Yesterday, I mentioned a system that would be highly feasible, though wouldn&apos;t actually add a whole lot of options for players.
		And that&apos;s a problem.
		Is it even worth building at that point?
		<code>minestats</code> was originally built as a progression mechanic in a much bigger mod.
		Using it for tiny things here and there doesn&apos;t capture the grandeur it was meant to have even from the beginning.
		I worry it might even be counterproductive to use it for tiny things here and there without first building the full second half it has been denied for so long.
		It&apos;d probably be better to leave <code>minestats</code> in obscurity for the time being if I haven&apos;t found the idea yet that can use it to at least much of its potential.
	</p>
	<p>
		So I&apos;m calling off those mini projects I talked about.
		It&apos;s go big or go home.
	</p>
	<p>
		I&apos;ll try to envision elemental versions of most nodes, not just a select few.
		I&apos;ll probably continue ignoring non-node items for now, just to keep the project even close to feasible to complete.
		I&apos;ve done a lot of detail-planning already with the mini projects, and this full version will be using that same base system, it&apos;ll just define a whole lot more nodes right from the get-go.
		As such, many of those same ideas will still apply, even as arbitrary as some of them are.
		One such idea is that I want to start with Minetest Game 0.4.16, not 0.4.0 as I&apos;d originally mentioned when trying to support literally node.
		Though I do want to support every node, I want to start closer to the modern game.
		In particular, Minetest 0.4.16 was the  point in which the paletted nodes were added to the engine.
		That means that if I start with Minetest Game 0.4.0, I&apos;ll either be defining a bunch of things that work on the Minetest 0.4.0 engine but will have to be rewritten later to support palettes, or I&apos;ll have to assume some modern engine capabilities while assuming some old engine limitations as well to preserve a sensible logic for historic nodes.
		The first option gives me little to work with and would be a major pain in the butt, while the latter is completely arbitrary.
		I think the best option is to just skip ahead to 0.4.16, which is when the new system, which I&apos;m now calling the <code>elemental</code> mod for the time being, has the bare minimum it needs to operate in the way it&apos;ll need to on the latest version of the engine.
		I&apos;ll be developing on the latest engine though, seeing as <code>minestats</code>, on which it depends, has already been upgraded in such a way that it won&apos;t run on the old engine any more.
	</p>
	<p>
		I mentioned wanting to preserve a sensible logic for historic nodes.
		Mainly that just refers to what elements I choose to make each node enhanceable with.
		I&apos;m free to use modern engine features, as the nodes could have later been updated even if they had originally been developed for an outdated subgame and engine version.
		It&apos;s much harder to switch which elements are supported though.
		This won&apos;t influence nodes with underutilised palettes, as all elements will be supported for those nodes, but any node with a directional facing will only be able to support sixteen different elemental variations.
		So for nodes with directional facings, I&apos;ll choose sixteen elements from 0.4.16&apos;s 26-element set, not the expanded 30-element set that first became available in 5.0.0.
		I&apos;ll try to evenly choose elements too, so all elements have a purpose.
		Once I make it to supporting 5.0.0 (that is, <strong>*if*</strong> I even get that far), I&apos;ll make pretty much all the new nodes enhanceable with the new elements to make up for their being underutilised by older nodes.
	</p>
</section>
END
);
